Market
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Market (Dominion)

Cost: $5

Type: Action

Text: +1 Card\n+1 Action\n+1 Buy\n+$1.

Strategy Review

Here's a comprehensive strategy guide for Market:

Market Strategy Guide

Introduction Market is one of the original Dominion cards and represents a perfect example of a "vanilla" payload card that provides a bit of everything. While it may seem simple, understanding when and how to incorporate Market into your strategy is crucial for improving your Dominion game.

Core Benefits - Draws 1 card - Provides 1 extra Action - Grants 1 additional Buy - Adds $1 to spend - Self-replacing (doesn't use up your action)

The key strength of Market lies in its versatility - it improves nearly every aspect of your turn without requiring any specific support or setup.

Basic Market Strategy

When to Buy Market 1. Early-to-Mid Game Timing - Markets are typically best purchased in the early-to-mid game (turns 4-8) - They help smooth out deck operation while building toward bigger strategies - The $5 price point means they compete with other important kingdom cards

  1. Key Purchasing Scenarios
  2. When you have exactly $5 to spend
  3. When you need additional Buys for a multi-card strategy
  4. When your deck lacks drawing power
  5. When you want to increase deck velocity without committing to a specific strategy

  6. Number of Markets to Buy

  7. 2-3 Markets is typically optimal in most decks
  8. More can be justified in:
  9. Action-heavy decks that need connectivity
  10. Decks lacking other sources of +Buy
  11. Strategies requiring consistent deck cycling
  12. Avoid over-investing as Markets don't provide enough punch on their own

Market's Role in Different Deck Types

  1. Engine Decks In engine decks, Market serves several valuable functions:
  2. Helps achieve critical mass by being self-replacing
  3. Provides necessary +Buy for payload turns
  4. Offers modest payload ($1) while maintaining hand size
  5. Connects other components through +Action

Best practices: - Use Markets to bridge gaps between more powerful engine components - Don't rely on them as your primary draw source - Consider them supplemental rather than central pieces

  1. Big Money Decks In Big Money strategies, Market can be:
  2. A modest improvement to basic Big Money
  3. A source of needed +Buy for double Province turns
  4. A way to slightly increase deck velocity

However: - Don't over-invest in Markets in Big Money - Usually limit to 1-2 copies - Consider whether the $5 could be better spent elsewhere

  1. Rush Strategies Markets can support rush strategies by:
  2. Providing +Buy for multiple Victory card purchases
  3. Maintaining deck velocity during greening
  4. Offering flexibility in purchase decisions

But remember: - Rush strategies often can't afford the tempo loss of $5 Markets - Consider cheaper alternatives if rushing

Synergies and Combinations

  1. Draw Cards Market pairs well with:
  2. Laboratory (additional draw without action cost)
  3. Smithy (Market's +Action allows chaining)
  4. Council Room (Market's +Buy compounds the benefit)
  5. Drawing terminals that need +Action support

  6. Village Variants Market works especially well with:

  7. Village/Workers' Village (creates robust action chains)
  8. Fishing Village (excellent economic boost)
  9. Native Village (helps manage mat timing)
  10. Any village that doesn't provide +Buy

  11. Payload Cards Strong combinations include:

  12. Treasury (both provide +$1 and cycle well)
  13. Festival (creates strong action chains with economy)
  14. Grand Market (Market helps hit $6 consistently)
  15. Bridge (Market's +Buy amplifies Bridge effects)

  16. Special Synergies

  17. Duration cards (Market helps play them consistently)
  18. Throne Room variants (Market helps find them)
  19. Cards that care about Action density
  20. Journey-token cards (Market helps flip consistently)

Countering and Competition

  1. Alternative Cards at $5 Consider these options instead of Market:
  2. Council Room (stronger draw but terminal)
  3. Duke (in Duke strategies)
  4. Laboratory (better draw, no +Buy)
  5. Library (potentially stronger draw)
  6. Mine (treasure upgrading)
  7. Minion (stronger when focused on)

  8. When to Skip Market Avoid Market when:

  9. Kingdom offers stronger +Buy options
  10. Deck already has sufficient +Actions and +Buys
  11. Terminal draw is more important
  12. $5 cards with stronger effects are available
  13. Game pace demands immediate impact

  14. Counter-strategies When opponents buy Markets:

  15. Consider faster strategies that punish their tempo loss
  16. Attack their deck velocity (Militia, Ghost Ship)
  17. Focus on stronger payload cards
  18. Rush ending before their engine assembles

Position in Various Game Phases

  1. Opening ($4/$3 or $5/$2)
  2. Usually not a strong opening
  3. Consider as second buy with $5/$2 split
  4. Better alternatives usually exist

  5. Early Game (Turns 3-6)

  6. Good pickup if deck needs smoothing
  7. Helps transition into engine building
  8. Provides flexibility for future turns

  9. Mid Game (Turns 7-12)

  10. Valuable for completing engine setups
  11. Helps enable multiple-card buys
  12. Useful for maintaining deck velocity

  13. Late Game (Turn 13+)

  14. Generally avoid late-game Market purchases
  15. Exception: Desperate need for +Buy
  16. Consider Victory cards instead

Special Considerations

  1. In Multiplayer Games
  2. Value of +Buy increases
  3. Competition for Markets matters more
  4. Consider table position when deciding quantity

  5. With Prosperity

  6. Competes with stronger $5 options
  7. Helps enable Colony purchases
  8. Works well with other Prosperity cards

  9. In Tournaments

  10. Often overlooked but consistently useful
  11. Not typically a primary strategy focus
  12. Valuable support piece in complex engines

Common Mistakes to Avoid

  1. Over-investing in Markets
  2. Don't buy too many early
  3. Remember they're support cards
  4. Balance with other engine components

  5. Poor Timing

  6. Buying too early before engine foundation
  7. Buying too late when other priorities exist
  8. Missing crucial power cards for Markets

  9. Strategic Errors

  10. Relying on Markets as primary engine pieces
  11. Ignoring stronger alternatives
  12. Not considering kingdom context

Kingdom Analysis Examples

  1. Strong Market Kingdom Components:
  2. Village
  3. Smithy
  4. Market
  5. Bridge
  6. Warehouse

Analysis: - Markets essential for +Buy with Bridge - Helps connect Villages and Smithies - Warehouse helps filter excess Markets

  1. Weak Market Kingdom Components:
  2. Workshop
  3. Gardens
  4. Militia
  5. Cellar
  6. Market

Analysis: - Too slow for rush strategy - Better alternatives exist - Limited synergy potential

Sample Turn Sequences

  1. Basic Engine Turn
  2. Village
  3. Market
  4. Smithy
  5. Market
  6. Terminal payload Result: Smooth action chain with extra buy

  7. Market Chain

  8. Market
  9. Market
  10. Market
  11. Play treasures Result: Multiple buys with increased purchasing power

Tips for Success

  1. Deck Construction
  2. Balance Markets with other components
  3. Don't exceed 3-4 copies typically
  4. Consider payload-to-support ratio

  5. Timing

  6. Buy Markets before deck gets too thick
  7. Prioritize engine pieces first
  8. Use Markets to smooth transitions

  9. Gameplay

  10. Play Markets early in turn sequences
  11. Use +Buy efficiently
  12. Track deck composition

Conclusion

Market is a versatile support card that improves nearly every deck it's added to, but rarely serves as a primary strategy focus. Its strength lies in its ability to provide a bit of everything while helping to connect more powerful effects. Success with Market comes from understanding its role as a support piece and knowing when it's worth the $5 investment versus other options.

The key to using Market well is moderation - it's rarely correct to skip Markets entirely when they're available, but it's also rarely correct to base your entire strategy around them. They work best as a complementary piece that helps your deck operate more smoothly while providing the flexibility of additional Buys and modest economic boost.

Remember that while Market may not be the most exciting card in Dominion, its balanced benefits make it a reliable choice that can help turn good decks into great ones when used appropriately. Understanding when and how to incorporate Markets into your strategy will make you a better Dominion player overall.